Thanks for checking out this mod! I may make some small tweaks over time, but generally speaking this mod is complete and balanced to my taste as a player. Balance will always be somewhat subjective; players sometimes want different things. That said, if you have an idea or change in mind that fits with the general approach demonstrated here, feel free to suggest it - and thanks again.
Because the Punisher can only penetrate 3 targets total (2 when unfocused) with this mod, unless you're using the 5x Restoration add-on. This is to compensate for the increased damage it receives in place of its normal exclusive. While some things can be tweaked just for the shooting range (for example, this mod raises the SR M1903's ammo capacity to vanilla for it), unfortunately there's no way to override a weapon's penetration parameters just for the range.
As I personally always ignore the range activities in my runs, I wasn't too concerned about it, but I would certainly provide an accommodation if I could! What you can do is temporarily use the Punisher 5x Restoration add-on - you can easily toggle it on for the range and then off again afterwards. If you're not using the Punisher in this run besides the range (or if you prefer the original exclusive), you can simply leave that add-on enabled. If you're using the Standard version of the mod, you may also want to do this for the Riot Gun should you find its spread problematic during the range activities - a combined Punisher / Riot Gun Restoration add-on is available (included with the Punisher add-on download) that can be toggled for this purpose.
Yes - that change originates from Berserker itself, not this mod, and is maintained by this mod's Berserker version. In the other versions of this mod, the TMP stock actually has just slightly increased reticle bloom (compared to vanilla).
Thanks for the mods. anyway whats your preferred handgun in berserker mod? i do really like handgun very much for my main weapon, does the punisher exclusive really shining or the critical damage on sg-09r? i try many weapon mod but i like this because its balance for all weapons.
Thanks for checking out the mod. For handguns, I would say I hope they're all equally viable, as that was the goal! They each have a different feel, but if I had to recommend one for Berserker I suppose I'd go with the Punisher, as the increased damage this mod gives it makes it more viable, and the built-in penetration can be very useful when playing mods with higher enemy counts. That said, the Red-9 is also very strong for Berserker, as is the SG-09R once you unlock the exclusive, and the Blacktail is a great all-rounder made moreso with the newly increased capacity - so you really can't go wrong. I'd say try something you haven't completed a run with yet.
Hi, thank you for your work, would be nice to have knife repairs halved as an option, since I'm using a no loot mod and money/bullets are way more rare.
Thanks for checking out the mod. The increase to knife repairs in this mod only affect the Primal Knife, and only in the Standard version. I've added a new optional add-on (bundled with the base mod) that disables this increase, which should help; I'm afraid reducing the cost further (i.e., less than the vanilla game) is outside the intended scope of this mod, but I've sent you a direct message regarding this.
Only the SR M1903's ammo capacity. If you find the adjusted Riot Gun spread to be problematic, you can toggle it off using the Riot Gun Restoration add-on (there's also a combined Riot Gun / Punisher Restoration add-on available, included with the Punisher add-on download) and then back on afterwards. Note that the Riot Gun spread adjustment isn't present in the Lite version.
I see. And what have you done to differentiate the SG-09 and Sentinel? As far as I can tell, it seems the Sentinel still outclasses it in every single way barring a very slight decrease in damage.
The Sentinel Nine and SG-09R are differentiated only as they are in the base game, with the Nine trading reload speed/damage for fire rate/capacity. Whether this "outclasses in every way" is subjective; I've always preferred the SG myself, but they're intended to be minor deviations of one another by design.
To this point - internally, the Nine actually inherits BulletShellInfoUserData, a data structure governing certain ballistics parameters, from the SG; I had originally considered giving the SG a slight edge over the Nine in critical rate to complement its damage/reload speed, but as this value is shared between them that wasn't possible.
If you increased SG damage any further, it would overlap too much with the modified Punisher, reducing the value of the adjustments to that handgun; the same is true of reload speed (w/r/t base game values for the Punisher and Blacktail). If you increased break/stopping power, you start to lose the weapon's identity in the overall line-up - as well as potentially devalue the Red-9.
This only left wince rate as a valid differentiator, so I considered not bumping the Nine's - but as these weapons were, again, designed as minor variations of one another to give players with preference an alternative (particularly in the early game), I ultimately decided to defer to this original design intent. I also felt it's difficult to justify bumping the stats of a base game weapon purely (as in, a change not otherwise needed) to balance against a DLC weapon that not all players will even have as an option.
Thanks for catching that! The Lite version (v1.5.8) and all relevant add-ons (Punisher 5x Restoration - Lite v1.1, No Aiming Penalty - Lite v1.4) have been updated with a correction for their upgraded damage levels. Base damage, wince and critical rate adjustments were already applied as intended.
I don't know if that's intentional or.....but the lite version and the riot gun restoration add-on have this issue which the riot gun stat shows the capacity starts with 8 rounds, but the actual capacity is the vanilla value, which starts with 7 rounds....I already checked that theres no conflicts. I see....there's a unexpected hidden conflict with the stack size mod this one.... If you activate them both at the same time, the problem i mentioned above will take place...strange..
Thanks for checking out the mod. This was addressed in previous comments, but stack size mods adjust ItemDefinitionData, which will conflict with some adjustments made here. Assuming you're loading the stack size mod after Improved Weapon Balance and its add-ons (so that it overrides this mod's version of that file), the only thing this should affect is the starting ammo capacities for the bolt-action rifle, Riot Gun and Skull Shaker (note: in the Lite version, the bolt-action starts at vanilla capacity anyhow). You'll have the vanilla max ammo count when first obtaining these weapons instead of this mod's changes to base ammo capacity, but the first ammo upgrade will bring it in line with the expected amount from this mod and each upgrade thereafter will also be as intended.
Stack size mods aren't explicitly supported for this reason (and because I'm not really a fan of them, personally), but they're fully compatible with this one temporary caveat - just be sure to load them last.
I started playing Valkyrie with this mod and notice that the wesker's handgun is invisible and the rate of fire upgrade actually decreases the fire rate (stock fire rate is faster).
Thanks for reporting this. I've identified the issue and fixed it in the latest version of IWB - Valkyrie (v1.5.7), as well as the relevant affected add-ons (each now at v1.2). Please note that the stock fire rate was likely incorrect as some data was missing - the updated mod should match the values present in Valkyrie by default, including the upgrade values.
157 comments
As I personally always ignore the range activities in my runs, I wasn't too concerned about it, but I would certainly provide an accommodation if I could! What you can do is temporarily use the Punisher 5x Restoration add-on - you can easily toggle it on for the range and then off again afterwards. If you're not using the Punisher in this run besides the range (or if you prefer the original exclusive), you can simply leave that add-on enabled. If you're using the Standard version of the mod, you may also want to do this for the Riot Gun should you find its spread problematic during the range activities - a combined Punisher / Riot Gun Restoration add-on is available (included with the Punisher add-on download) that can be toggled for this purpose.
To this point - internally, the Nine actually inherits BulletShellInfoUserData, a data structure governing certain ballistics parameters, from the SG; I had originally considered giving the SG a slight edge over the Nine in critical rate to complement its damage/reload speed, but as this value is shared between them that wasn't possible.
If you increased SG damage any further, it would overlap too much with the modified Punisher, reducing the value of the adjustments to that handgun; the same is true of reload speed (w/r/t base game values for the Punisher and Blacktail). If you increased break/stopping power, you start to lose the weapon's identity in the overall line-up - as well as potentially devalue the Red-9.
This only left wince rate as a valid differentiator, so I considered not bumping the Nine's - but as these weapons were, again, designed as minor variations of one another to give players with preference an alternative (particularly in the early game), I ultimately decided to defer to this original design intent. I also felt it's difficult to justify bumping the stats of a base game weapon purely (as in, a change not otherwise needed) to balance against a DLC weapon that not all players will even have as an option.
I already checked that theres no conflicts. I see....there's a unexpected hidden conflict with the stack size mod this one.... If you activate them both at the same time, the problem i mentioned above will take place...strange..Stack size mods aren't explicitly supported for this reason (and because I'm not really a fan of them, personally), but they're fully compatible with this one temporary caveat - just be sure to load them last.
I started playing Valkyrie with this mod and notice that the wesker's handgun is invisible and the rate of fire upgrade actually decreases the fire rate (stock fire rate is faster).
But i notice that in the berserker balance, the wesker's handgun isn't compatible with laser sight anymore. Can you solve this, please. Thanks!